In my case converted. Some like BR may have slightly different colors, but I wouldn't say I created any. I did shorten walls that were too tall, but just copied part of a wall over another part, or cut the top off entirely.

If a piece of art was available from Pool of Radiance, Curse of the Azure Bonds, Secret of the Silver Blades, Champions of Krynn, Death Knights of Krynn, or Neverwinter Nights Online, then I used it to replace the FRUA VGA version. If there was more than one pic to choose from, I usually opted for higher-quality pics from later games in the Gold Box series. However, there were many animations and sprites which were selected for use that could only be found in Pool of Radiance. If a few cases, I converted VGA images from Gateway to the Savage Frontier, Treasures of the Savage Frontier, Pools of Darkness, and Dark Queen of Krynn to use only the first 16 colors.

Some of the NPCs were changed to fit the available art. Derf Strongarm and Olive Ruskettle appear in the demo art, as do Kildirf, Strangbourn, and Tanis Halfelven. I researched these Gold Box NPCs, so that the familiar images go with the correct names wherever possible. The result is a Gold Box construction kit that feels like what would have been used to create the earlier, EGA-only Gold Box games. It includes 33 fully animated TLB small pics. You can change the palette and the animations still display perfectly.

The art PCX files are available separately. The art pack includes everything that is in EGA16, plus a ton of other stuff that there wasn't room for. The art pack includes various ALWAYS files that have the 2 basic CGA palettes and 3 different alternative EGA palettes.

I could make use of such a table regardless of whether it is in decimal (as above) or in hex to completely automate the process of image conversion.

Unfortunately, I don't know enough about the DAX format to inspect the graphics directly. I have to use Goldbox Explorer to inspect the images. Goldbox Explorer is a great tool, truly invaluable, but the palettes it creates are not 100% accurate.

Sorry to reply to a half year old post, but can Nol or someone else give me an example of GBE producing a faulty palette? I'd like to fix the problem, but first I need an example of what exactly is wrong.

Sorry to reply to a half year old post, but can Nol or someone else give me an example of GBE producing a faulty palette? I'd like to fix the problem, but first I need an example of what exactly is wrong.

The most obvious difference is that Gold Box explorer uses black for the transparent background and dark gray for pixels that should be black.

Sorry to reply to a half year old post, but can Nol or someone else give me an example of GBE producing a faulty palette? I'd like to fix the problem, but first I need an example of what exactly is wrong.

Another difference is illustrated in the image below. The left half of the image is assembled by cutting and pasting out of Gold Box Explorer. The right half of the image is a screenshot from the final battle in Curse of the Azure Bonds.

Gold Box Explorer:You can see that the colors on the left half use RGB values of 0, 82, 173, or 255.For example: Red = (173, 0, 0) Cyan = (82, 255, 255)

Curse of the Azure Bonds:You can see that the colors on the right half use RGB values of 0, 85, 170, or 255.For example: Red = (170, 0, 0) Cyan = (85, 255, 255)

The difference is subtle, and I don't know if it comes from the data files or the way images get displayed at run-time.

Sorry to reply to a half year old post, but can Nol or someone else give me an example of GBE producing a faulty palette? I'd like to fix the problem, but first I need an example of what exactly is wrong.

The most obvious difference is that Gold Box explorer uses black for the transparent background and dark gray for pixels that should be black.

Hmm, something strange is going on. The EGA palette gold box games use may be different from the standard one. I replaced color 0 (normally black) with the transparent green color, and moved black to color 8 (normally gray), and that's improved things. Although it does make me wonder what EGA icons do for gray. Do they even use the color? Is there a list of what the EGA palette should be somewhere?

Sorry to reply to a half year old post, but can Nol or someone else give me an example of GBE producing a faulty palette? I'd like to fix the problem, but first I need an example of what exactly is wrong.

Another difference is illustrated in the image below. The left half of the image is assembled by cutting and pasting out of Gold Box Explorer. The right half of the image is a screenshot from the final battle in Curse of the Azure Bonds.

Gold Box Explorer:You can see that the colors on the left half use RGB values of 0, 82, 173, or 255.For example: Red = (173, 0, 0) Cyan = (82, 255, 255)

Curse of the Azure Bonds:You can see that the colors on the right half use RGB values of 0, 85, 170, or 255.For example: Red = (170, 0, 0) Cyan = (85, 255, 255)

The difference is subtle, and I don't know if it comes from the data files or the way images get displayed at run-time.